What tier is Pathfinder's Kineticist? Why ought it to be classified in that tier?
Some background:
This lists the Kineticist as T5 alongside the monk, with another poster arguing it should be T4 instead, but neither post includes any sort of support.
This puts the Kineticist at T5 again, along with an unusually large assortment of other classes, again without explanation.
Best Answer
It's complicated
The kineticist is a lot of things. It is an incredibly clunky, unintuitive, and poorly-designed class, full of trap options, complexity for the sake of complexity, opaque rules, and poor layout (worse than Magic of Incarnum, for those who’re familiar with 3.5). Because of this, any discussion of what tier it falls into, and how strong it is, has to include a talk about floors and ceilings.
True Floor: tier 5, maybe tier 6
There’s some necessary background on the kineticist that needs to be discussed. The biggest thing to note about the kineticist is that burn does not work how it seems to be intended. The kineticist, as presented in the book, is a “blaster.” They are written as a class that shoots area-of-effect elemental damage at enemies, and does it “all day.” In the conceptual part of the class, kineticist burn is an overcharge mechanism, where you can burn yourself to go to greater heights of power.
Despite being presented like this, this is not the case in the mechanics. Burn is a limiting mechanism, to keep the kineticist from being able to continue to contribute well all through the day, and the way it works causes kineticists to simply not function if played as blasters.
Kineticist “at-will” blasting (1d6 per two levels) is not enough to meaningfully fight enemies with a challenge rating near the character’s level, and kineticist daily-limited blasting only deals slightly more damage, without the debuffs (or even ability to keep blasting through multiple encounters) that spellcasters get with area energy blasting.
Thus, the only particularly viable method of playing a kineticist is to take enough burn to fuel Elemental Overflow at the start of the day, then take no other burn outside of emergency situations. This precludes blasting, because blasting requires you to use a composite blast in every round to keep up.
Without the ability to blast, the kineticist has a single tool to use: kinetic blade, a powerful level 1 form infusion that allows them to make melee attacks (and full attacks) with a kinetic blast.
Non-Blasting Playstyle: Tier 4
This is the definition of “tier 4,” as laid out originally by JaronK:
If the kineticist’s player is aware of the stronger ways to play the kineticist, the class’s floor and ceiling are, effectively, right next to each other. There are very few ways to optimize a kineticist's combat abilities; it’s really just the following:
When played in this way, I do not think the kineticist falls into tier 5 or below. To start with, the kineticist can fight fairly well. The bonuses from Elemental Overflow are really good, granting the kineticist strong physical stats, which they will use to enable kinetic blade and kinetic whip full attacks. However, much like a barbarian, fighter, or rogue, the kineticist is fairly limited in scope despite ostensibly offering many types of options. In the end, the options they do get aren’t the worst in the world. Here is an example build I’ve assembled:
(It's a google sheets link; there's a second tab of level-by-level DPR calculations)
This is a simple human water kineticist, using default point buy and a kinetic blade focus. The build is mostly a melee striker/off-debuffer. It's not particularly focused or obscure with its effects; I merely started with kinetic blade and built around that, so I could do math for a “generic” character of sorts.
Something to note here is that this sample water kineticist does not have all of their feats or talents chosen. The reason for this is that at a certain point, I ran out of meaningful combat options to take. In an actual-play situation, this would mean the kineticist could branch out some more to get added versatility, since they’ve hit a point where their combat tools are “done” being optimized.
At very low levels, this kineticist has trouble against enemies who resist their elements, but can fight about as well as a bard, inquisitor, or similar character. At mid levels (4-8ish), they start to come into their own, gaining a small set of useful utility effects, and past that, they can reliably deal damage enough to 1.5-round equal-CR enemies. At high levels, they will continue to get some interesting (if not particularly splashy compared to 5th through 9th level spells) abilities, and their combat math will keep up fine (composite blasts being usable for burst damage, but not good as a primary option because of the cost).
The damage dealt by the linked build is basically element-agnostic; I chose water because it had particularly interesting utility. Physical blasts deal more damage with slightly less accuracy, and run into resistances less, but most kineticists can function alright with kinetic blade past the very early levels (where they will run around hitting things with a morningstar or a ranged blast).
In addition, at later levels, a kineticist has access to a very useful pseudopounce: ride the blast. With a +1 conductive ranged weapon of any sort, a kineticist can fire a shot, hit with that shot, deal additional kinetic blast damage, and teleport next to the enemy as part of that shot, to continue their full attack with kinetic blade. It requires some feat investment, but though it comes online at level 12, ride the blast is possibly the most efficient tactical teleport in the game. It also becomes a 480-foot spammable teleport in any round where the kineticist doesn’t feel like full attacking. As a unique trick, it’s pretty good.
Basic combat competence isn’t the only part of being tier 4, though. Some classes (like the barbarian) can get into the tier by smashing everything in their way, but the kineticist, even after all of this, doesn’t ever get the ability to reliably one-round enemies. However, they do get some interesting utility effects that help shore up this weakness.
Kineticist Utility
Kineticist has some alright enough combat and out of combat utility, including some things that many classes simply can’t replicate. Of course, this is very element-dependent; some elements get way more useful tricks than others, and some are particularly situational. Some of the standouts, though, are good enough that I think it helps justify inclusion in tier 4, when added onto the combat competence.
As a note, all of the listed abilities are at-will and do not require burn, but many of them (particularly "combat" options like Aether's animate objects) require concentration to work, and can spend 1 point of burn to make them not require it.
As another note, a kineticist isn't locked to one element. They can branch into a second, and later a third element's utility powers if they want, and by higher levels, with many feat slots open, that's likely what they will be doing.
Aether
Aether’s primary gimmick is telekinesis in ways that other classes can’t really replicate. They’re pretty good at showing up the arcane trickster, frankly. At 2nd level, they can pick up telekinetic finesse to gain the ability to do any sort of fine manipulation at range (no extra actions required, no limits, simply "you can perform any sort of fine manipulation you choose within close range"), and among their abilities include the following:
As far as utility goes, they're fairly good, though. Telekinesis and invisibilty are good Hammers for which everything can be a Nail.
Air
Air kineticists don't get as much as Aether kineticists utility-wise, but still get a bit. Their standouts, from what I can tell, are this list:
Overall, Air's niche is that it has better mobility and can easily beat some low-level pits/walls/etc challenges, and at higher levels, might have the most world-changing power, in that at-will control weather talent.
Earth
Earth is relatively underwhelming up until 5th level talents. It feels a lot like something you want to go secondary in, but it can still support a primary choice well enough.
Earth is the best as mid and high-level sequence breaking, shaping or walking through walls, mapping areas, and everything in-between. They also have some decent kinetic blast types.
Fire
Poor fire. Fire is the second-most-common energy type in Pathfinder, is commonly resisted or blocked outright, and doesn't have a lot of conceptually-interesting utility effects. It does have a handful, at least, but this, of all the elements, is the one I'd call the worst.
Fire isn't great. Mono-fire kineticists are probably tier 5, if I'm going to be honest.
Void
Void, like fire, is kinda terrible. A mono-void kineticist won't actually have enough talents in their specialization to pick them.
Same verdict as fire; "don't go all-in on void" is a bit sillier though, since a character can't do so. They will have to get universal talents or branch into another element instead of doubling down. On the upside, though, their Kinetic Invocation (feat that expands elements) choices aren't terrible: Animate Dead (requires onyx gems) as a 3rd-level talent, Command Undead as a 2nd-level talent, and Mind Blank as an 8th-level talent.
Water
Unlike Fire, Water is pretty good. Cold is often resisted (most common energy type in the game), but they have okay enough physical blasts, and, importantly, an insanely strong early-game utility effect: Kinetic Invocation will unlock Silent Image as a 2nd-level utility talent that costs 0 burn. The rest is middle of the road as far as utility goes (both in and out of combat).
Water's primary niche is that it's the best low-level utility element. Silent image and disguise self at-will is extremely useful for many sorts of adventures, and it has some good combat tricks, too.
Wood
Wood is not a good element. Its tricks are very focused and situational, but it's not quite as bad as Void. As a note, they forgot to actually print its basic talent (which allows gardening at range).
Wood is actually better than I expected when I first went to look, but it's not as good either early or late as Air, Water, Earth, or Aether.
Anyway, back to the point
I think that, when you combine the fact that the kineticist functions well enough (but not necessarily excellently) in combat if you build it right (a statement that applies to some other accepted tier 4s and 3s), and the fact that each kineticist will have access to a fair pile of unique tricks and powers, some of which are quite strong (Water's silent images, Earth's sequence breaking, Aether's freeform telekinesis game, and the like), the kineticist can be called tier 4.
That is, as long as you don’t try to blast. The kineticist’s true floor is very low; it’s nonfunctional in a way similarly to the D&D 3.5 truenamer class if one tries to fulfill the concept laid out in the initial presentation. While this is a bit disappointing, the result of a well-built kineticist once that fact is known is, I think, strong and versatile enough to constitute not being in tier 5. It does not get enough things to do, and can’t fight or utility well enough to be called tier 3, but I think that the options I’ve outlined here are enough to consider it "capable of doing many things to a reasonable degree of competence without truly shining" for some element combinations, or "capable of doing one thing well, but often useless otherwise" for others.
A final note about archetypes
Kineticist archetypes are a bit of a mixed bag; very few of them alter the underlying burn mechanics, but some remove or change Elemental Overflow to no longer be as good. Thanks to the kineticist's combat math with kinetic blade relying so much on Elemental Overflow, this can be quite painful for them. Here's a list of the archetypes, what they change overall, and how they may affect the kineticist's tier:
So that's the kineticist archetypes and how they alter this post's advice. Most of them are trap options, but a few, like kinetic knight, are okay enough.